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v0.3.2

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@realTimexo realTimexo released this 22 Oct 10:58
· 81 commits to main since this release
6aac23a
  • Fix (from beamng.log): meshes whose name ends in a number (Cylinder_001, Object_7 ...) were rejected by BeamNG with "Shape with invalid detail levels" (Torque reads a trailing number as detail-level size) - this made stop sign, traffic lights and other models invisible. DAE node names now never end in a digit.
  • Fix (from beamng.log): materials named only with digits (1, 3, 8, typical for FBX buildings) failed with "Object name cannot start with a digit" / "Unable to find material" -> houses without textures. Names starting with a digit now get the prefix n_.
  • Fix: traffic-light lamp Lua extension crashed every frame (green was both a duration and the lamp list). Durations renamed to greenSec/yellowSec/allRedSec. modScript now uses the documented load() / setExtensionUnloadMode().
  • Meshes with more submeshes than materials use the last material (like Unity) instead of the grey missing_material.
  • Fix: structure check compared the DAE material id (<name>-material) with main.materials.json and aborted the export; it now compares the material name.
  • Fix: transparent materials had a black background in BeamNG. BeamNG's texture cooker drops the alpha channel of *.color.png. Textures with alpha are now split: opaque color PNG (colors bled into transparent areas) + separate grayscale *.opacity.dataR.png written as opacityMap. Sign-like (binary alpha) textures use alpha test, soft ones (markings, glass) use translucent + Z-write. doubleSided is exported for materials with Render Face = Both (_Cull = 0).
  • Fix: DAE ids - material ids are now <name>-material so they can never collide with the mesh/node id (a model whose mesh and material share a name, typical for Blender exports, could make BeamNG drop the object).
  • New: SkinnedMeshRenderer (FBX/Blender models with an armature or shape keys) are baked in their current pose and exported as static meshes instead of being skipped.
  • Report: lists every renderer that was NOT exported (disabled / LOD1+ ...), plus a note for materials set to a transparent render mode without alpha in the texture.
  • README: how to set up intersections, signals and AI traffic.

Full Changelog: v0.3.1...v0.3.2